Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Killing the grind: phased "boss" fights
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 4944869" data-attributes="member: 5890"><p>I think that the key to avoiding grindy boss fights is to watch for reasons why players and monsters might be repeating the same action over multiple rounds.</p><p></p><p>Typically those reasons are either that the individual has no more encounter/daily powers OR that a tactic is working just fine and only requires at-will powers.</p><p></p><p>The solution is to make sure that these things don't happen.</p><p></p><p>For the first (running out of dailies and encounter powers), you need to give people things to do that are more effective than firing off all their dailies followed by all their encounter powers.</p><p></p><p>One of the ways to achieve that is by having terrain that gives a bigger benefit from using an at will than using a daily or encounter power will. Bullrushing a foe into the lava, grabbing them to keep them there, attacking terrain features to collapse them on top of foes and making skill checks to get something to go are all good examples.</p><p></p><p>Another way is to simply make sure that there is always some sort of condition that can occur which will make a daily or encounter power MORE valuable when the condition happens. Keep this up as a theme, and try to telegraph it.</p><p></p><p>For example: sure blasting the shapeshifting mithril golem with a fireball is a great idea, but wouldn't it be better to do it AFTER knocking over that vat of liquid nitrogen onto him? If the bad guy is helpless until the beginning of his next turn after whomping out his uber-attack, isn't it better to save brute strike for then? etc etc.</p><p></p><p>The second one is where we might consider "phases". If the dragon is going toe-to-toe with the party, and they've settled into a routine of "everyone hit the dragon with your biggest damaging at-will" and it's working for them, then the fight will be routine and boring. The dragon needs to mix it up. Taking wing would seem like like the obvious course to take, but unfortunately that means that most characters will be reduced to basic ranged attacks, which sucks. So if the dragon is going to take wing, something needs to be added to the encounter to make ordinary, boring ranged attacks a sub-par path to take. That could be one of two things: either the players get given something else to do (something to climb and leap upon the dragon from? Some terrain feature that can force the dragon to ground?) OR the dragon needs to mix up what the players need to do to survive (melt the platforms that the players are standing on with breath attacks! collapse parts of the ceiling! inhale for a mega breath that the players must take shelter from!).</p><p></p><p>All are very wow-like boss effects.</p><p></p><p>The important thing that you MUST remember if you do this is that the course of action must NOT be totally damning. WOW boss tactics typically TPK the raid if the raid doesn't understand what to do. You can't afford to do that with a D&D party: they can't just run it back. Courses of action should be relatively obvious (because the party will only get one shot at the encounter), and penalties for failure should be forgiving (at least the first couple of times).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4944869, member: 5890"] I think that the key to avoiding grindy boss fights is to watch for reasons why players and monsters might be repeating the same action over multiple rounds. Typically those reasons are either that the individual has no more encounter/daily powers OR that a tactic is working just fine and only requires at-will powers. The solution is to make sure that these things don't happen. For the first (running out of dailies and encounter powers), you need to give people things to do that are more effective than firing off all their dailies followed by all their encounter powers. One of the ways to achieve that is by having terrain that gives a bigger benefit from using an at will than using a daily or encounter power will. Bullrushing a foe into the lava, grabbing them to keep them there, attacking terrain features to collapse them on top of foes and making skill checks to get something to go are all good examples. Another way is to simply make sure that there is always some sort of condition that can occur which will make a daily or encounter power MORE valuable when the condition happens. Keep this up as a theme, and try to telegraph it. For example: sure blasting the shapeshifting mithril golem with a fireball is a great idea, but wouldn't it be better to do it AFTER knocking over that vat of liquid nitrogen onto him? If the bad guy is helpless until the beginning of his next turn after whomping out his uber-attack, isn't it better to save brute strike for then? etc etc. The second one is where we might consider "phases". If the dragon is going toe-to-toe with the party, and they've settled into a routine of "everyone hit the dragon with your biggest damaging at-will" and it's working for them, then the fight will be routine and boring. The dragon needs to mix it up. Taking wing would seem like like the obvious course to take, but unfortunately that means that most characters will be reduced to basic ranged attacks, which sucks. So if the dragon is going to take wing, something needs to be added to the encounter to make ordinary, boring ranged attacks a sub-par path to take. That could be one of two things: either the players get given something else to do (something to climb and leap upon the dragon from? Some terrain feature that can force the dragon to ground?) OR the dragon needs to mix up what the players need to do to survive (melt the platforms that the players are standing on with breath attacks! collapse parts of the ceiling! inhale for a mega breath that the players must take shelter from!). All are very wow-like boss effects. The important thing that you MUST remember if you do this is that the course of action must NOT be totally damning. WOW boss tactics typically TPK the raid if the raid doesn't understand what to do. You can't afford to do that with a D&D party: they can't just run it back. Courses of action should be relatively obvious (because the party will only get one shot at the encounter), and penalties for failure should be forgiving (at least the first couple of times). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Killing the grind: phased "boss" fights
Top